When Garrosh reaches 0% health, he enters a 20-second role-playing speech, after which your raid is teleported to a phased Stormwind City location. Here, Garrosh is healed to 60% health, and your raid must bring him to 0% once again in order to defeat him.

During this phase, Garrosh has an energy bar that plays an important role. He starts at 0 energy, and slowly gains energy over time. As we will see below, Garrosh casts an important ability when he reaches 100 energy, and there is also a way for him to gain additional energy.

Garrosh uses several abilities.

Malice is a 15-second undispellable debuff that Garrosh casts on random, non-tank raid members. While this debuff is active, the player affected by Malice will deal damage to a number of random allies (2 in 10-man, and 5 in 25-man) selected from within a small radius around them. These players will be damaged by Malicious Blast. This applies a short DoT to them, and also stacks a debuff on them that increases the damage that they take from subsequent Malicious Blast ticks. This second debuff lasts for 3 seconds. If the minimum number of players (2 in 10-man and 5 in 25-man) is not affected by a tick of Malicious Blast, the entire raid takes damage, and Garrosh gains 5 energy. The amount of damage the raid takes is proportional to the number of players missing from the count (missing all required players will one-shot the raid).

Bombardment is a spell that causes many areas on the ground to be targeted by projectiles, which land a few seconds after the affected areas are marked. Getting hit by these projectiles is extremely damaging.

Shortly after Bombardment is cast, Garrosh will perform a check for "clumped" players. If at least 3 players in 10-man, or 7 in 25-man are within an 8-yard radius, then the boss will summon an Iron Star at the players' location. If Garrosh does not find any clumped players, no Iron Star is spawned. The Iron Star deals massive damage to the location where it appears, and then fixates on the nearest raid member, chasing them at a moderate speed. Every 10 seconds, it re-fixates on the nearest player to it. If the Iron Star touches a player or Garrosh, it deals a high amount of raid-wide damage, interrupting player spellcasting and locking players out of the respective spell school. If the Iron Star is kited into Garrosh, it stuns him for a brief period of time, thus interrupting his current cast of Manifest Rage (see below).

Whenever Garrosh reaches 100 energy, he casts Manifest Rage. This spell has a 2-second cast time, followed by a 4-second channel, during which time many adds called Manifestations of Rage spawn. These adds have Normal threat tables, and no abilities. Manifest Rage is interrupted if Garrosh is stunned by an Iron Star.

This tells u how to deal with the adds on the First Up Phase (aka the phase with 5 dif sets of adds, that we like to run over the bubbles before everyone is in phase :D)

The first Transition Phase will present you with the first truly difficult aspect of the fight. Your raid must reach Garrosh (that is to say, kill all of the adds in the Temple of the Jade Serpent) before he reaches 25 energy. If your raid fails to do this, then Garrosh will start casting Empowered Whirling Corruption from the start of Phase Two, which will invariably wipe you before you can kill the boss. Even if Garrosh does reach 25 energy, you can still continue the fight in order to practice other mechanics, though, since you will not wipe instantly.

This means that your raid must have exceptional handling of all adds in the transition phase. You should divide your raid up into teams that can handle each pack of adds, and you should find the most efficient ways of killing the adds within your raid composition.

Do note that, while these mobs can be silenced (which prevents their casts), if they die while silenced, they do not spawn the Consumed Faith orbs that reduce players' damage taken.

Once the adds are dead!!, your raid members should walk over the Consumed Faith orbs that the adds have left behind, in order to receive the damage-reduction buff. This will be needed since the raid damage in the rest of the transition phase is very high. Healers will also need to use cooldowns here to ensure the raid's survival, but they will need to do so in such a way as not to interfere with Phase Two cooldown rotations (explained in the next section).

The Hallway up phase on heroic, Depending on our dps we can also skip this and just sit up there till the phase ends but just in case.

When your raid is sent into the ,Realm of Y'Shaarj for a second time, the setting will be in the Terrance of Endless Spring. Here, your raid will need to group up all of the adds and AoE them down, all while making sure not to be hit by Crushing Fear projectiles. Fear Ward (especially used on a tank) and Tremor Totem are particularly useful here.

Last edited by Duworkk on Sun Jun 08, 2014 10:46 am; edited 1 time in total

re: Heroic Gary

Need to optimise Jade Temple phase. Kill adds quicker, get your groups buff within a second and get up and hitting him asap. We have 16 SECONDS to kill all adds before he gets to 25 energy. I repeat. 16 SECONDS!! We have P1 down easy now so we should be able to smash this out quick too :).